NBA 2K27 Takeover

Takeover requirements on this page were captured from NBA 2K27 early access on August 26, 2026. 2K can retune thresholds at any time. We re-check this page after launch and after every patch.

Every MyPlayer in NBA 2K27 has five Takeover slots, one per discipline. Each slot starts with a Default Takeover and unlocks a named ability once your ratings hit a specific threshold. Eighteen abilities are gated behind attribute requirements, and every one is listed below with its exact numbers.

A separate 21-level Takeover Progression track controls whether you can swap abilities at all, and unlocks the Longevity, Overdrive and Accelerator perks. That track is account-wide and carries across every MyCAREER save.

How NBA 2K27 Takeover works

Each discipline starts with a Default Takeover that boosts every attribute in that discipline by +30, up to a maximum of 80. The cap is the part worth planning around: the Default never lifts a rating past 80, so it adds nothing to an attribute that already sits at 80 or higher.

Requirements are hard thresholds checked against your ratings. Missing by one point means the ability stays locked, so an 84 Close Shot build does not get Inside Touch.

Most abilities that list two attributes need both. The two Shooting abilities are the exception and need either one, which makes Calibrated and Shot Artist reachable for pure mid-range builds.

Hydration Hero has no attribute requirement and is available in every discipline. It comes from Takeover Progression Level 6, not from your ratings, so it is listed in the rewards table below rather than in the requirement tables.

Takeover requirements by discipline

Sort by clicking a column header, or filter by clicking any rating to see everything you qualify for at that number. A dimmed 25 means the attribute has no requirement. On smaller screens the columns use short labels, and each table includes a legend that explains them.

Calibrated and Shot Artist need only one of Three-Point Shot or Mid-Range Shot, so filtering just one of the two keeps them listed. Their row note tells you which pair applies, and you can filter the second rating to rule them out.

Finishing Takeover requirements

DL: Driving Layup
DD: Driving Dunk
Vert: Vertical
CS: Close Shot
SD: Standing Dunk
PC: Post Control
Showing 6 out of 6 takeovers
Name DL DD Vert CS SD PC
Default Finishing252525252525
Navigator852525252525
Airspace258775252525
Inside Touch252525852525
Detonator252525258525
Paint Surgeon252525802575

Shooting Takeover requirements

Calibrated and Shot Artist need either the 3PT or the MID rating shown, not both.

3PT: Three-Point Shot
MID: Mid-Range Shot
Showing 4 out of 4 takeovers
Name 3PT MID
Default Shooting2525
Calibrated 3PT or MID8585
Shot Artist 3PT or MID8989
Zip Code9125

Playmaking Takeover requirements

BH: Ball Handle
SWB: Speed With Ball
PA: Pass Accuracy
Showing 4 out of 4 takeovers
Name BH SWB PA
Default Playmaking252525
Cook902525
Blur858025
Dishmaster252580

Defense Takeover requirements

STL: Steal
PD: Perimeter Defense
ID: Interior Defense
BLK: Block
Showing 4 out of 4 takeovers
Name STL PD ID BLK
Default Defense25252525
Hawk85252525
Glue25852525
Rim Guardian25258080

Rebounding Takeover requirements

OREB: Offensive Rebound
DREB: Defensive Rebound
STR: Strength
Showing 5 out of 5 takeovers
Name OREB DREB STR
Default Rebound252525
Muscle808080
See The Future858525
Demolition252588
Second Chance802525

What each Takeover ability does

Every description below is the in-game text, unedited.

Finishing

Default Finishing

No rating requirement. Equipped by default.

Boost to all Finishing attributes by +30, up to a maximum of 80.

Navigator

Requires 85 Driving Layup

Wider timing window on driving and advanced layups, with advanced gather animations that help you navigate through traffic and finish at the rim.

Airspace

Requires 87 Driving Dunk and 75 Vertical

Take flight on every drive, forcing contact dunk situations, powering through defenders, and finishing alley-oops with ease.

Inside Touch

Requires 85 Close Shot

Wider timing window on standing layups, making it easier to finish softly around the basket.

Detonator

Requires 85 Standing Dunk

Wider timing window on standing dunks, turning catches in the paint and mid-post feeds into reliable rim-rocking opportunities.

Paint Surgeon

Requires 80 Close Shot and 75 Post Control

Easily beat defenders with post backdowns, moves, and fakes. Wider timing window on post shots to finish with precision.

Shooting

Default Shooting

No rating requirement. Equipped by default.

Boost to all Shooting attributes by +30, up to a maximum of 80.

Calibrated

Requires 85 Three-Point Shot or 85 Mid-Range Shot

Wider timing window on catch-and-shoot and stand-still jumpers, rewarding disciplined shot selection with an easier green.

Shot Artist

Requires 89 Three-Point Shot or 89 Mid-Range Shot

Wider timing window on off-dribble jumpers, making it easier to convert off any dribble move.

Zip Code

Requires 91 Three-Point Shot

Extends effective shooting range, allowing deep shots to be treated as if taken from closer distances. Fire from further out without the penalty of range.

Playmaking

Default Playmaking

No rating requirement. Equipped by default.

Boost to all Playmaking attributes by +30, up to a maximum of 80.

Cook

Requires 90 Ball Handle

Increased chance to trigger defender reactions and devastating anklebreakers.

Blur

Requires 85 Ball Handle and 80 Speed With Ball

Enhances the ability to drive by defenders, making it easier to get to the rim.

Dishmaster

Requires 80 Pass Accuracy

Elevates all teammates' Finishing and Shooting discipline attributes, with crisp passes that can reach players anywhere on the court.

Defense

Default Defense

No rating requirement. Equipped by default.

Boost to all Defense attributes by +30, up to a maximum of 80.

Hawk

Requires 85 Steal

Higher efficiency in forcing fumbles and getting on-ball steals.

Glue

Requires 85 Perimeter Defense

Apply relentless pressure on ball handlers to shut down their options, while powering through screens to stay attached on every possession.

Rim Guardian

Requires 80 Interior Defense and 80 Block

Boosts ability to defend around the basket and in the post.

Rebounding

Default Rebound

No rating requirement. Equipped by default.

Boost to all Rebounding attributes by +30, up to a maximum of 80.

Muscle

Requires 80 Offensive Rebound and 80 Defensive Rebound and 80 Strength

Overpower opponents on the glass with superior boxouts and explosive rebounds.

See The Future

Requires 85 Offensive Rebound and 85 Defensive Rebound

See the miss coming. Know exactly where the ball will land before anyone else does.

Demolition

Requires 88 Strength

Dominate as a screener with boosted screen resolutions, unlocking punishing animations that flatten unsuspecting defenders.

Second Chance

Requires 80 Offensive Rebound

Instantly see feedback on all shots, and increased chance of successful putbacks.

Available in every discipline

Hydration Hero

No rating requirement. Unlocks at Takeover Progression Level 6.

Prevents adrenaline and energy (Turbo) drain, letting you push the pace with and without the ball. Rehydrate, replenish, and refuel with Gatorade to help you play at your best.

Takeover Progression rewards: all 21 levels

Takeover Progression levels come from playing games and performing well on the court. Rewards are shared across all MyCAREER saves, so progress on one build carries over to the next.

Levels 1 to 5 unlock ability swapping, one discipline at a time, in a fixed order that has nothing to do with your build. Rebounding comes first and Shooting comes last. Level 6 grants Hydration Hero. The remaining 15 levels are perks, three per discipline.

LvRewardWhat it does
1Rebounding Takeover AbilitiesUnlock the ability to change your equipped Rebounding Takeover Ability.
2Finishing Takeover AbilitiesUnlock the ability to change your equipped Finishing Takeover Ability.
3Playmaking Takeover AbilitiesUnlock the ability to change your equipped Playmaking Takeover Ability.
4Defense Takeover AbilitiesUnlock the ability to change your equipped Defense Takeover Ability.
5Shooting Takeover AbilitiesUnlock the ability to change your equipped Shooting Takeover Ability.
6Hydration Hero AbilityPrevents adrenaline and energy (Turbo) drain, letting you push the pace with and without the ball. Rehydrate, replenish, and refuel with Gatorade to help you play at your best.
7Rebounding Longevity PerkLengthens the amount of time a Takeover Ability is active.
8Playmaking Overdrive PerkIncreases the attribute boosts received from Warm and Hot states.
9Defense Accelerator PerkBoost the in-game Takeover meter when performing positive events.
10Finishing Overdrive PerkIncreases the attribute boosts received from Warm and Hot states.
11Playmaking Longevity PerkLengthens the amount of time a Takeover Ability is active.
12Rebounding Accelerator PerkBoost the in-game Takeover meter when performing positive events.
13Shooting Overdrive PerkIncreases the attribute boosts received from Warm and Hot states.
14Finishing Accelerator PerkBoost the in-game Takeover meter when performing positive events.
15Defense Longevity PerkLengthens the amount of time a Takeover Ability is active.
16Defense Overdrive PerkIncreases the attribute boosts received from Warm and Hot states.
17Shooting Longevity PerkLengthens the amount of time a Takeover Ability is active.
18Playmaking Accelerator PerkBoost the in-game Takeover meter when performing positive events.
19Rebounding Overdrive PerkIncreases the attribute boosts received from Warm and Hot states.
20Finishing Longevity PerkLengthens the amount of time a Takeover Ability is active.
21Shooting Accelerator PerkBoost the in-game Takeover meter when performing positive events.

When your discipline finishes unlocking

The perks are not spread evenly. Defense finishes five levels before Shooting does, so the same grind pays off at very different times depending on what you built.

DisciplineSwap unlockPerk levelsFully unlocked
Defense49, 15, 1616
Playmaking38, 11, 1818
Rebounding17, 12, 1919
Finishing210, 14, 2020
Shooting513, 17, 2121

What the Longevity, Overdrive and Accelerator perks do

  • Longevity lengthens how long a Takeover Ability stays active.
  • Overdrive increases the attribute boosts you get from Warm and Hot states.
  • Accelerator fills the in-game Takeover meter faster when you make positive plays.

Each perk is named for a discipline, and every discipline has one of each.

Frequently Asked Questions

What is Takeover in NBA 2K27?

Takeover is a MyPlayer boost system with five slots, one for each discipline: Finishing, Shooting, Playmaking, Defense and Rebounding. Every slot starts with a Default Takeover that raises all attributes in that discipline by 30, up to a maximum of 80. Eighteen named abilities replace those defaults once your ratings reach set thresholds.

How many Takeover abilities are in NBA 2K27?

Twenty-four. Five Default Takeovers, Hydration Hero, and 18 abilities gated behind attribute requirements.

What is the highest Takeover requirement in NBA 2K27?

Zip Code, at 91 Three-Point Shot, with Cook next at 90 Ball Handle. Muscle asks for the most overall, needing three separate attributes at 80: Offensive Rebound, Defensive Rebound and Strength.

What is the lowest Takeover requirement in NBA 2K27?

Dishmaster at 80 Pass Accuracy and Second Chance at 80 Offensive Rebound. Both need a single attribute at 80.

Do I need every attribute listed on a Takeover?

Usually yes. The exception is Shooting: Calibrated and Shot Artist need either Three-Point Shot or Mid-Range Shot at the listed rating, not both. Every other multi-attribute Takeover needs all of them.

How do you level up Takeover Progression in NBA 2K27?

By playing games and performing well on the court. Progress is account-wide and shared across every MyCAREER save, so levelling on one build carries over to the next.

Can you change your Takeover in NBA 2K27?

Only after that discipline unlocks ability swapping, which happens across Takeover Progression Levels 1 to 5. Rebounding unlocks first at Level 1, then Finishing, Playmaking and Defense, and Shooting last at Level 5.